Warlock
Base Class: Warlock

The Grimalkin: a myth, a fairy tale, a monarch, a monster; the story changes depending on who you ask, but it doesn't change reality. The Grimalkin is an ancient and powerful entity, often mistaken for as an archfey, celestial, or fiend, but the Grimalkin is something else. The Great Cat is hard to predict and hard to understand, shifting its name and identity throughout the ages, appearing in the Feywild and the Shadowfell and across the multiverse, finding champions and fate-touched and adding to their might and story. Unlike most warlock pacts, the Grimalkin seeks a partner or ally more than a slave or subject. Curious, tenacious, and powerful individuals often find themselves drawing the attention of the Grimalkin, and are drawn in by some aspect of their nature.

The agenda of the Grimalkin is erratic and ineffable. They will ask of their champion favors and repay with power, seeking to grow a bond. They are fickle and flighty, but trust and patience can turn a pact with the Grimalkin into the means by which one can alter fate and reshape destiny.

Expanded Spell List

The Grimalkin lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. You can select one spell from each spell level to add to your spell list without counting against the spells learned from Pact Magic. You can change these selections each time you gain a level in this class.

Grimalkin Expanded Spells
Spell Level Spells

1st

Jump, Longstrider, Hunter's Mark, Feather Fall

2nd

Blur, Darkvision, Enhance Ability (Cat's Grace), See Invisibility

3rd

Catnap, Haste, Nondetection, Blink

4th

Freedom of Movement, Locate Creature, Faithful Hound (appears as a cat), Greater Invisibility

5th

Steel Wind Strike, Passwall, Dream, Skill Empowerment

Step of the Cat

Starting at 1st level, you can impose disadvantage on Wisdom (Perception) checks to detect you while sneaking. You cannot use this ability if you are invisible, and it has no effect on creatures that are deaf.

Friend of Felines

All cats you interact treat you as a friend, and will not attack you unless you provoke them. Additionally, you can cast speak with animals a number of times per day equal to your proficiency modifier without expending spell slots, but can only speak with cats using the effects of the spell.

 

Spirit of the Cat

Starting at 6th level, alter self is added to your spell list and does not count against the spells you know from Pact Magic. Once per day, you can cast alter self without expending a spell slot. When you cast alter self and give yourself natural weapons, you no longer physically change your body but instead conjure the Spirit of the Cat. You can make attacks with its natural weapons, which deal 2d4 + your Charisma modifier, count as magical for the purposes of damage reduction, and deal either slashing or piercing damage. Alternatively, when you use this ability, you can expend a warlock spell slot and decrease the number needed to roll a critical hit on the d20 roll by the level of spell slot expended. This applies to all attacks made with the natural weapons granted by alter self for the duration of the spell. Additionally, when you cast alter self to give yourself natural weapons, the spell no longer counts as a concentration spell.

Mantle of the Grimalkin

Starting at 10th level, you can use a bonus action to assume the Mantle of the Grimalkin. While this is active, you have a +5 bonus to Dexterity(Stealth) ability checks, a +5 bonus to Wisdom(Perception) ability checks, darkvision out to 30 ft., immunity to damage from falling, and advantage on Charisma saving throws. This effect lasts for a minute, and you can use it a number of times per long rest equal to your proficiency bonus. Alternatively, you can use this ability on another willing creature. Do this usually requires making an offering to the Grimalkin and passing a Charisma check against your Pact Magic spell save DC. If you fail this check, you do not lose the use of the feature, but cannot attempt to use it on another creature until the next dawn.

At 14th level, the duration of the Mantle of the Grimalkin increases to 10 minutes. At 18th level, it increases to 1 hour. If you use the mantle on another creature, it still only lasts a minute, regardless of your level.

King of Catnaps

Starting at 14th level, you can create a reserve of energy from resting. If you spend 3 hours resting (fully asleep and immobile), you can store a short rest charge. You can store a number of charges equal to your warlock level divided by five (rounded down). You can expend a short rest charge by resting for 10 minutes and gain the benefits of a short rest. After expending a charge, you cannot expend another charge until at least two hours have passed.

At 20th level, you can expend 3 short rest charges to gain the benefits of a long rest after resting for an hour. If you use this feature in this way, you cannot use it again until a week has passed.

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